Guardian WvW | Small Group Greatsword, Hammer | Assaulter Beast Mode Virtue GS/Ham VIDEO
Table of Contents
Summary
*update 5/9/15. I have found even a better trait setup. Giving you Vigor on critical hits and adding a Blind when you use Virtue of Justice. Just more chances to stomp, negate a major enemy attack. And to dodge major attacks
NEW TRAITS
Radiance (1 point)
Valor I X XII (6 points)
Honor (1 point)
Virtues II IX X (6 points)
(basically takes 2 points from Zeal and give 1 point to Radiance, 1 to Honor. Valor, Virtue tree stays the same)
Finally, a build that let's you get in the mix and dish it out. I choose not to go with Staff or Scepter, as I prefer a more aggressive style: Greatsword/Hammer. But this build is not a glass build. This build is balanced with tons of heals, fury, condi clears, stun locks... survivability with destructive power.
I am posting this build because I have found a breakthrough: I can go full Meditation Utility Skills AND have stability.
List of Features:
-Stability
-Stun Breaks
-mass Condition Clears
-Fury Bursts
-Meditation Heals galore
-Skills that negate Burst Combos
-permanent 25% Movement Speed (Traveler Runes)
-Vigor boons
+45% Boon Duration
+70% Retaliation Duration
Here is a video of me in WVW
Here are 2 videos of a few combos:
https://www.youtube.com/watch?v=ZEhBHBVBpgY&feature=youtu.be
I. Weapons and Skills
- Vengeful Strike½Strike your foe again.Damage: 296Range: 130
- Wrathful Strike½Attack with a final, powerful strike that applies might for each foe you strike.Damage: 443Might: 5 sRange: 130
- 0
- 0
- 0
- 0
- 0
- 0
- Pull¾Pull your foes to you.Leash Range: 600Range: 900
- 0
-
- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
Smite Condition
-use it right before a Burst Combo and it will make your combos so much more deadly.
-useful if you have 1 condition that NEEDS to be cleared.
-useful against a long, single condition of blind
-the 15 second cooldown for 2k heal is quite useful
II. Traits
Zeal
Radiance
Valor
Honor
Virtues
Trait Details
Stability - Indomitable Courage, Virtue of Courage, Renewed Focus. Whenever you use Virtue of Courage, you will have stability for about 5 seconds. If you need another one, use Renewed Focus for another Virtue of Courage
Stun Breaks - Contemplation of Purity, Judge's Intervention. Judge's Intervention can instantly teleport you away from a bad situation if you select another target far away
Mass Condi Clears - Virtue of Resolve, Renewed Focus, Contemplation of Purity. Virtue of Resolve heals 3 conditions each. Renewed Focus gives you another one.
Fury Bursts - Focused Mind, + (any meditation skill). This trait will give you Fury when you use a Meditation Skill, I advise to use Smite Condition or Judge's Intervention right before a powerful burst combo. This ability maintains great damage even though you have good survivability
Meditation Heals galore - Contemplation of Purity, Smite Condition, Judge's Intervention, Renewed Focus. All heal about 2k each skill
skills that negate Burst combos - Renewed Focus, Shelter. If you know you will be bursted down by their most powerful moves, use these 2 moves to stop that
Retaliation - Vengeful + (any Virtue skills), Symbol of Wrath. +70% total Retaliation duration. Any time you activate a Virtue you get retaliation. Symbol of Wrath also gives good retaliation
Vigor Boons - Vigorous Precision. Whenever you land a critical hit, you get Vigor. Sometimes, that 1 dodge can make the difference
III. Stat Specifics & Effects
Primary Stats
- Health 17595 (+5950)
- Vitality 1511 (+595)
- Armor 3067 (+880)
- Toughness 1796 (+880)
- Attack 3512 (+1496)
- Power 2412 (+1496)
- Critical Hit 37% (+37%)
- Precision 1541 (+625)
Secondary Stats
- Boon Duration 45% (+45%)
- Condition Damage 36 (+36)
- Condition Duration 20% (+20%)
- Critical Damage 50% (+50%)
- DMG Taken from Guards and Lords -3% (+-3%)
- DMG to Guards and Lords 3% (+3%)
- Damage 1100 (+0%)
- Defense 1271 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 759 (+759)
- Healing Power 99 (+99)
- Movement Speed 25% (+25%)
- Retaliation Duration 25% (+25%)
- Virtue Recharge Rate 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Here's a summary of gear used
Armor: Berzerker
Weapons: Soldiers
Backpiece: Clerics
Amulet: Berzerker
Accessories: Soldiers
Rings: Soldiers
This has been a good balance so far
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
- (30min)
- Gain 85 health every second
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 127
- Power: 63
- Precision: 45
- Ferocity: 45
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 127
- Power: 47
- Precision: 34
- Ferocity: 34
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 381
- Power: 141
- Precision: 101
- Ferocity: 101
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 191
- Power: 47
- Precision: 34
- Ferocity: 34
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 254
- Power: 94
- Precision: 67
- Ferocity: 67
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 191
- Power: 47
- Precision: 34
- Ferocity: 34
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Armor Stat Totals
- Defense 1271
- Power 473
- Precision 351
- Toughness 36
- Vitality 36
- Condition Damage 36
- Healing Power 36
- Ferocity 351
- Boon Duration 15%
- Condition Duration 10%
- Movement Speed 25%
Rune Bonuses
Superior Rune of the Traveler- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Accessories & Jewels
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
Accessory Totals
- Power:684
- Precision:108
- Ferocity:108
- Toughness:373
- Healing Power:63
- Vitality:318
- DMG to Guards and Lords:3%
- DMG Taken from Guards and Lords:-3%
Weapon Set Sigils
- Weapon Strength: 995-1100
- Power: 239
- Toughness: 171
- Vitality: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 985-1111
- Power: 239
- Toughness: 171
- Vitality: 171
- Weapon Strength: -
Weapon Set II
Sigil of IntelligenceYour next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Upgrade Item Details
Sigil of Hydromancy. Great way to hold and plow through your enemy with Whirling Wrath (Greatsword). Low cooldown
Sigil of Intelligence. Swap to (Hammer) then use Mighty Blow. 3 targets within its range will get smashed
V. Basic Gameplay
stay close, when there is an opening, use the short combination chains below to maximize damage
In 1v1 fights, try to keep in mind on how to counter your opponent's locks/dps while landing your own locks/dps. Try to land multiple Whirling Wraths
Judge's Intervention is a very powerful but long cooldown move. Try to judge when they are at their weakest, with no cooldown escape moves left and are running away. This is how you finish them off
Main Skill Rotation
effective at 300 range
mighty blow - cuts the distance
zealot's embrace - stops them while you walk right next to them. this move has a high chance to lock when you are closer
ring of warding - while next to enemy, lock them into the ring
effective at 1200 range
lock them into the ring from a 1200 range distance. finish with powerful dps
*advanced skill: prestart Ring of Warding, then use Judge's Intervention halfway through the channel. Instant execution, they will never expect it
effective at 1500 range
this combo is designed to pull a group into your Whirling Wrath. it is a very powerful move that hooks multiple targets within a 600 range
*advanced skill: prestart Binding Blades, then use Judge's Intervention halfway through the channel. Instant execution, they will never expect it
effective at 600 range
Use a 600 range, AOE, blinding leap. Then a 300 leap AOE Mighty Blow, that also gives 3 targets a full crit slam
effective at 300 range
leap into them, Hydromancy Sigil freezes them while you slice through with Whirling Wrath
effective from about 400-500 distance
immobolize, leap pound them, then finish with a hydromancy Whirling Wrath. all one combo. usually useful when already following close behind
effective from 600-900 range. recommended for multiple enemies
cut the distance, blind them, then hook them with Binding Blade. great way to jump into a bunched-up group of enemies
effective from 600-800 range
Leap of Faith - 600 range cutter, with blind
Zealot's Embrace - Leap of Faith lets us be right next to enemy, so this move's chances go way up to lock.
Mighty Blow - still does 100% crit damage because of Sigil of Intelligence
Ring of Warding - lock them in
Hammer Swing x3 - to get the Symbol of Protection to come out for dps and protection boon
effective from 1200-1500 range
this one is useful for catching the runner that your party is trying catch. usually after your party has won the fight
not damage-oriented
effective at 300 range
this combo is designed to not have to rely on long cooldown moves.and Zealot's Embrace has a stronger lockdown than Sigil of Hydromancy
here is the full rotation introduced from above. designed to give them (2) Whirling Wraths back to back.
1) First, use MightyBlow, Zealot's Embrace, Whirling Wrath....
2) Then after the first Whirling Wrath, wait 10 seconds for it to come back up.Then use the second combo Leap of Faith, Binding Blade, Whirling Wrath
when you need to repel someone off you. you can use this combo to turn the tables around
effective around 400 range
immobolizes long enough for you to knock them at any angle you please. great for cliffs
effective at 1200 range
great for knocking back for situations where the enemy is not mobile. if they are channeling Meteor Shower, etc.
I mainly use it to save a friend being stomped, instant teleport and knock them far away